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UI Issues
Ah, the dreaded UI. I'm
sure every developer has had issues with their UI and this was no exception.
The UI relayed information as and when it was needed. For example, it told the
user if their health was low, or that boost was available.
Additionally, the
color of the flame coming from the car would change in relation to its health.
Therefore when the color was a deep red, the car was pretty much on its last
legs and an explosion was imminent.
What we had decided,
however, was that this would be available for early races -- but to increase
the challenge, it would be removed for later stages. It was hoped that the
player would become more adept at using the UI and be aware of their car
situation. This was not the case.
The first time we
implemented this, players kept blowing up and, from their perspective, they had
no idea why. The problem here was that players were becoming accustomed to the
game informing them about their status, and when it no longer did this, instead
of learning how to play the game without it, they just blew up.
The first thing we did
to try and solve this was to simply remove it altogether -- to force the player
into learning how the UI worked. Unfortunately this approach completely
backfired, with players simply blowing up all over the place. This was not a
good turn of events.
So, the only thing
left was to put everything back in and make sure it flashed up whenever the
player's health was low or when boost was available. This is actually an
interesting situation, because it shows how much players rely on the game
informing them about important states.
How far behind or in front of me are you?
One significant thing
about the tracks in Speed Racer is
that they are pretty long. The problem with this was that players sometimes found
that they had no real idea where they were in relation to the other cars, and
actually found themselves wanting more in-race information.
This was intriguing
because no other racing game required this kind of feature. As long as players
saw what position they were, they were usually happy. However, it seemed that
when a race was quite long, then more information was needed as a result.
The solution to this
was to include position information to the left of the screen. This showed the
person in first place, the person immediately before the player, the player,
and the person immediately behind the player. This was all in relation to the
player's position, so the times were all relative, and as a result of this, we
were able to give players the information they required.
They were able to
immediately ascertain how far ahead the next player was and also how far ahead
the first position was. Not only did this aid the players, but we found it
actually increased the challenge level of the game, too -- a win-win scenario.
This is shown in Figure 4.
Figure 4. Racing UI
Discussion
The solutions we found
for the above issues were also adapted and used in one way or another for many
of the others found within the game, and by spending time playtesting, which
did not tax the development process, as sessions can be run concurrently with
development itself, we removed a huge number of issues that would otherwise
have potentially remained within the game after it had shipped.
You need to ask
what would have happened if that had been the case. It is certain that not only
would the reviews have been a lot lower, but the word of mouth between the
players themselves would have been extremely negative too.
The final part of
playtesting is to verify that the changes you have made actually work. This is
a relatively easy matter and can be carried out when running other sessions. Observing
if issues come up or not will quickly determine whether the problems have been
solved.
However, it is entirely feasible that problems still occur -- but chances are that there will still have been a
drastic improvement. Simply keeping an eye on problems during the sessions
should reveal that any required changes will probably only be a few simple
tweaks here and there.
For us, the whole game
simply evolved over the months, as we were able to fine-tune everything within
the game (time permitting) so that whenever a person picked it up -- be it a
child or adult -- they would be able to instantly drive the car and perform
every action possible.
Conclusion
It can be daunting to
go back to the developers with a load of bad news, because these guys work
their butts off. To have someone come up to them with a list of negatives is
surely not going to be viewed favorably.
However, this is where a willingness
to be open and a commitment to free communication is essential.
The developers
need to understand that they are not being criticized; instead, they must
understand that the information is simply there to enhance the already great
work they do. I'm lucky at Sidhe, because people are always willing to listen
and to take on ideas and to use the reports constructively.
Regular playtesting
with external players is not merely important when developing games. It is
vital. Only by getting first-hand player feedback can we know where the
problems truly lie within the game.
Those of who play the game every day learn
to compensate for many of the problems with our own shortcuts, and can never
look upon the game with fresh eyes. Real-world gamers will never play like
this.
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Great article, and great game! I wished the movie had a better success, and that the game got more sales. It is really shameful that such work is ignored by the public while shovelware gets million sales.
An excellent article that reinforces key strategies to help ensure a broad acceptane of an entertainment product. No you shouldn't design to "please everyone", but quite often it's the simple tweaks that make the world of difference.
"Shunt issue" reminds me of an issue with Wii Fit, with the soccer minigame where the players need to balance left or right to hit the ball with their head. The problem was that the developers coded it so that the character would move the way the players pressed the board, however they missed the fact that, when in equilibrium, the player would slightly press with their opposite foot to quickly move to the other (so if you are standing and want to balance left, you would first press with your right foot to swing left, instead of gradually letting your weight on the left side). Therefore first players almost always have problems with that game, since the board reads both and the character just stays in the middle.
What you assume as a programmer is never what the end user wants, no matter the industry. For example, who the heck likes the Visual Studio 2005 immediate window after having used the Visual Studio 6 one for years?